From: "Matteo Bruni (@Mystral)" Subject: Re: [PATCH 0/3] MR332: d3dx10: Support creating effect from pre-built shader Message-Id: Date: Fri, 01 Jul 2022 19:25:10 +0000 In-Reply-To: References: Matteo Bruni (@Mystral) commented about dlls/d3dx10_43/tests/d3dx10.c: > return; > } > > + /* test resource that doesn't exist */ > hr = D3DX10CreateEffectFromResourceA(GetModuleHandleA(NULL), "resource", NULL, NULL, NULL, > "fx_4_0", 0, 0, device, NULL, NULL, &effect, NULL, NULL); > ok(hr == D3DX10_ERR_INVALID_DATA, "Unexpected hr %#x.\n", hr); > > + > + /* test creating effect from pre-built DXBC shader */ > + errors = NULL; > + effect = NULL; > + hr = D3DX10CreateEffectFromResourceA(GetModuleHandleA(NULL), "fx_test_ecbt.fx", NULL, > + NULL, NULL, "fx_4_0", 0x0, 0x0, device, NULL, NULL, &effect, > + &errors, NULL); > + todo_wine ok(hr == S_OK, "D3DX10CreateEffectFromResource failed: %#x\n", hr); This will need to be adjusted after !272 and the removal of -DWINE_NO_LONG_TYPES. Also, period at the end of the message. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/332#note_3143